Walk before you can Crawl(ers): Ray of Frost bug


news-wiz-bug-RoFA fan posted about an annoying and odd Wizard Ray of Frost bug, and since there’s a cool video to go with it, and a Blue said a fix is coming, let’s take a look.

Using Ray of Frost with Light of Grace against some varieties of crawler/torso-type monsters or other tiny monsters will result in absolutely ZERO DAMAGE DONE. Ray of Frost completely and 100% fails to hit the target.

On Live I occasionally run into Elite or Rare monsters of the torso variety and it takes me FOREVER to kill them because my primary damage dealer does ZERO DAMAGE.

I’m baffled that this bug has been let live for this long, but I absolutely refuse to stand by and watch it creep into 2.1. I just paused my PTR session in the middle of a Level 25 Greater Rift because I just ran into a rare torso-type monster that is going to ruin my Leaderboard timing because it took me at least 3x as long to kill it.

The short video is below and it just shows the Wizard standing in a sea of ankle-biters, her main attack sailing happily into the distance without so much as scratching their scaly heads.

If Diablo 3 had monster immunities and physics and more hotkeys, you could actually defend this. After all, a projectile/beam fired from a standing position with a straight arm *shouldn’t* hit ground targets at close range. I’d like that version of the game, but obviously that kind of realism and situational skill switching isn’t in Diablo 3 at this point, so it’s a bug to make one skill fail at a primary task such as this.

And now for the happy ending!

Tsarnis: Hi Everyone,

I just wanted to pop in here and let you know that we have a fix in place for this internally that you should see in the next PTR patch. Thanks for the reports!

Tagged As: | Categories: Blue Posts, Diablo 3 PTR, Diablo III Bugs, Videos, Wizard

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  1. "If Diablo 3 had monster immunities and physics and more hotkeys, you could actually defend this."

    I would welcome different immunities (, or better resistances – up to 80%, I would suggest,) on mobs. I would deem having to cater for different attacks as beneficial both for multiplayer as for the item game in general. The necessity to hotswap skills could be brought in via the keys F1 to F4, exchanging the skills on key 1 to 4. A short timer should be enough to inhibit the use of more than six skills simultaneously. Though swapping back without using alternate skill first, should result in seemlessly using the original skill. Same if the player has the same skill on both key and associated f-key. (If you are playing high torment, you'd hate to swap out energy armor by accident, for example… 😉 )

    The solo game should then be balanced with the catering for mobs with high resistance/immunities to a characters main attacks in mind. The difficulty in multiplayer games should be ramped up from there, though, expecting at least three specialists out of four (2 out of 3/1 out of 2), covering each others elemental gaps. Imo this would benefit both sp- and mp-only players, while others may be encouraged to level up a second character of the same class to have one available for both playstyles.

  2. i disagree completely with monster immunity. It just forces skill switching which is only just an inconvenience. It doesn't change the difficulty of the game whatsoever. It just forces you to run away, switch skills, and run back. Unless you are running a mixture of damage types, in which case you just have to not use the immune damage type. (which could be equally annoying if your non cooldown spells happen to be the immune type)

    The only way you make this a challenge is with skill permanence. And even then, its still only an annoyance. and I'd still argue against it.

    Remember D2? you would just skip those mobs. Which is exactly what would happen here. Another option in D2 was to weapon switch. (it's been forever since I played d2 but I think that is what I recall doing)

    Now if an entire rift was immune to your main damage type…but again, that is only an annoyance and you'd prolly see people simply skip the rift unless in a group in which case some players just become useless.

    I fail to see how this helps the challenge of the game. It is just throwing an annoying mechanic at the player that is either easily worked around by changing skills or bypassing the mob altogether.

    Monster Resistances would be a little more palatable, but still..pretty much exactly the same as simply raising their HP.

    There has GOT to be better ways to improve difficulty of the game without resorting to crap like this or just adding to monster dmg and hp.

    I'm just brainstorming a bit during this post. These are my gut reactions to an idea that makes me say "hold on a minute"

    Diablo 3 suffers from a power complex. We are all aware of this. The stronger you get, the easier the game gets. To a point where we demand a challenge and the only thinkable way is to increase monster dmg/hp. But then we go into a viscous cycle of having to raise player dps/hp to match.

    I wonder if the game would be better off with caps to hp/dmg/resistances. Then the D3 devs could focus on just introducing new content via bosses that challenge us in new ways. Just think how fun the first time you fought the act bosses were. Eventually you get real good at them. Wouldn't it be nice if every month we were introduced to some new rift boss that challenged us with skills we haven't seen? Or the first time you had to deal with UBERS fighting 2 bosses at once. Those were the most exciting fights in the game…the first few times doing them. I dunno, I just wish they would put some effort into improving the game beyond plus hp/dmg.

    • "Remember D2? you would just skip those mobs. Which is exactly what would happen here. Another option in D2 was to weapon switch. (it's been forever since I played d2 but I think that is what I recall doing)"

      Actually, I mostly played in the style of every nook and cranny, so I've always had an (often less powerful) sideskill skilled to cope with immunities to my main skill. And apart from sometimes running up a level to relax a bit if I'd gotten overrun, I'd always taken on the challenge confronted with. (… or died trying.) I didn't like playing D2 for efficiency, though. It was always playing a characteridea against the different challenges, the game provided. (And D3, at least at the moment, only caters for the efficiency play with predefined characters – point taken…)

      "Now if an entire rift was immune to your main damage type…but again, that is only an annoyance and you'd prolly see people simply skip the rift unless in a group in which case some players just become useless."

      Having all mobs in a rift (or in any other area) possessing the same immunity, would be a more than dull situation, I agree. But if from four mobs one would have an 80% resistance to cold, one a 50% resistance to it, one a resistance of 60% against poison and the last type perhaps even a susceptibility to cold, the rift/area would be mostly tough for any character specializing in the frosty, but would be enriched by an incorporating theme. (In Storymode or when doing bounties, you would soon know by heart, which areas would be more stressful to prevail over with a certain character. On Rifts, though, I'd actually prefere less integer themes and a more balanced mixture of different resistances overall.)

      "I fail to see how this helps the challenge of the game. […]"

      Mostly the challenge drifts from simply minmaxing damage and mitigation to preplanning the character for all situations necessary to incorporate. Finding the right balance between mainskill and sideskill buffing affixes is the challenge in itself – right there. And the way skilldesign has turned out in D3, the right balance to play (mostly) effectively would turn out quite different for most skills, even if two in question for mainskill selection would be of the same, elemental nature. (Differentiating similar characters by defining different strengths and weaknesses for each, bringing them as far as possible, has always been the primary source of fun for me – be it in a classic rpg or an arpg. And it's something I'm still missing in D3, better said what I'm still craving for.)

      "[…] It is just throwing an annoying mechanic at the player that is either easily worked around by changing skills or bypassing the mob altogether."

      If your just playing the game with being efficient in mind, thus only playing for the drops, then this could indeed be viewed as just an annoying mechanic and bypassing the mob in question the best, goal fulfilling option to play. Though what would look to you like an anoying hurdle to refrain from, would look to me like a challenge to sink my teeth in.

      "Monster Resistances would be a little more palatable, but still..pretty much exactly the same as simply raising their HP."

      Resistances up to 80% – that's what I'm talking about. For anything else the damage-/mitigation-formulas of the game are too streamlined, with not enough brackets and too many multipliers in row. It wouldn't be quite the same as simply upping a mobs life, though. Yes, damage mitigation to one (or two) resistances would increase, which would result in more hits necessary, if a skill of the element in question is used. But circumventing this by using any other element would be a working alternative then, while having the hp actually not being raised results in a different set of challenges for different characters, instead of raising the bar all around and for all elemental specializations the (boring) same.

      "There has GOT to be better ways to improve difficulty of the game without resorting to crap like this or just adding to monster dmg and hp.

      I'm just brainstorming a bit during this post. These are my gut reactions to an idea that makes me say "hold on a minute" "

      If it's just about raising difficulty, there'd be the possibility of champion or rare mobs spreading an abilitiy of his throughout the area he'd spawned in. It should be a bit less powerful on trashmobs, so that the masses of mobs using an bosspacks ability would be an issue to keep an eye on, whereas used by the boss mob itself a single instance is hurting as usual. Still some abilities are hard to cope with, if too many mobs using it come along. (For example Waller, Jailer, Freezer, …) I still think it could allow (higher?) torment difficulty with something to live up to its name, though 😉

      Do you have any ideas on how to raise difficulty for well equipped characters without simply building up another constant (brick)wall as the old Inferno difficulty ammounted to (and "the viscous cycle" would undoubtly lead back to, step by step…)?

      "I wonder if the game would be better off with caps to hp/dmg/resistances. Then […]"

      Hard caps would be easier to balance out, but would result in players having even more similarity in affixes chosen, as it already is the situation now. One cap hit, and all efforts would simply go into the next optimal affix to bring up to cap. Diminishing return formulas would be more fun there. Especially, if there would be more brackets in them, where different affixes would figure up into a single multiplikator, providing different means of applying the same effect, instead of each taking effect as multiplikators themselves. It has gotten a bit better with expansion, but the damage/mitigation formulas still are clunky there, with too many multipliers blowing up tiny changes into proportions difficult to balance the game for. (I miss having, for example, different ways of slowing mobs down, that partly add to or exclude one another, as it was realized with the effects of cold damage, Holy Freeze aura, Golem, Decripify and item affix, as it was realized through thoughtful use of brackets in D2s formulas.) Though instead of working out the flaws of the design, paving the path for more meaningful differentiation into different ways of becoming viable or the freedom to add additional layers to the game, the developement team seems to think of nothing else than coming up with additional ways of keeping the player stuck in the same senseless, neverending grind to power themselves up (: Jewels…), while adjusting the mobs hitpoints upward to compensate for the additional bang provided with each addition becomes more and more a when, rather than an if. (Legendary affixes and elemental specializations are a bit of an exception there, are contradicting the original idea of not having to reroll a character because of botched skill distribution, though…)

      I think I really should make a second attempt at fleshing out my skillsystem idea, despite effectively overlapping with legendary affixes. But not today. Although I've definitively procrastinated doing so more than enough already… 😉

      • Great response. If only we could get the D3 team to have these discussions and actually act on them. (I’m sure they’ve talked plenty about various ideas, but acting seems to be a weakness)

        I am like you, I like to explore a whole zone and I don’t care about efficiency. Unfortunately, to play online in a group of 4, people pretty much force the “as fast as possible” approach. I think speed has always been well rewarded in D2 and D3 and I’m not sure how they could get away from that. Perhaps they’ve over done it with most of the rewards coming from elites/guardians.

        While I’m unsure about resistances, I’m sure willing to have them try it. I like the idea of elites spreading abilities like auras. We’d need better monster density to match.

        • Thx for reading through the whole block. After rereading it myself I'm a bit ashamed about the hit my english skills are taking at a certain degree of drowsiness. (Well, it ain't my native tongue, though that's not more than a cheap excuse 😉 )

          On what's going wrong on the dev team, I can also only speculate. My guess there is that they are still confident of having covered the essential part or D2 through D3s focus on itemization paired with an indeed highly polished, primary gameplay of hack'n'slay. All while being used to grinding as general necessity of overcoming (nowadays softer) gearwalls through extensive experiences in MMOs so much, that they deem time mindlessly grinding as time well spent. (From my point of view quite far from the truth. There are still a lot of arpg-relate needs unfulfilled in me, that can't be quenched with just the best primary arpg-gameplay on the market.)

          In conclusion I'm imagining them not feeling any pressure at all to incorporate and cater for the playstyles differing from the minmaxing grinding approach, the game is centered on. And as long as they don't start realizing by themselves, that they are throwing off a great bunch of the most passionate diablofans in the process, no ammount of discussions and fresh ideas you could possibly draw them into could influence them to developing the additional gamesystems needed to cater for arpg old-timers enough to also provide them with something to get passionate about. And that D3s primary gameplay is so much superior to the gameplay of most of the arpgs offering more fulfilling secondary gamesystems, ain't really a help to them either.

          Well, at least I'm having difficulties coping with a now outdated and inferior primary gameplay and enjoying the parts still thoroughly missing in D3. Like player driven character developement in counterbalance to the itemgame, for example. Elemental and legendary affixes do allow for a certain degree of specialization traditionally grounded in such, though in a still superficial way, neither providing incentives enough to spawn interesting or crazy character ideas that'd need active and thoughtful examination of the games limits and the formulas behind, to bring them into a viable shape, nor are they offering complexity enough to even roughly compensate for the lack of character differentiation, a full character developement approach could have offered.

          Yeah, I promise that I'll be working on bringing my skillsystem ideas into representable shape in the near future. But for now I'll stop, as I'm watching myself babbling and convoluting myself more and more besides the topic we'd started with. (Still haven't slept, actually… 😉 )

          'til then…

  3. lol @ actual 3d collision being used.

    I'm pretty sure that back when D2 LoD was a thing Flux said that double-immunes were a cheap design tactic to preserve any difficulty in D2. (Triple immunes were patched out.) A lot has changed since then so I won't hold Flux to a 10-year old opinion. But I'm just saying, immunities sucked. We tried that and they were awful. Although D3 is easy, D2 was even easier. In D3 we have a 'problem' where some people are facerolling T6, while others can only handle T2 and feel entitled to T6. But in D2 everyone facerolled Hell with every build.

  4. That is very weird. I use a RoF+light of grace build on my wizard and have never come across this issue… and I feel like I’ve killed tons of just about every critter in the game with her.

    • That would be something you should perhaps contact support about, because it may lead them to an additional factor not yet realized, preventing you from experiencing the bug or being necessary for the bug to occur.

      Games are complex beasts with an exceptionally great potential for whole unplanned families of buggy interdependencies. And if they'll fix the bug, while not having narrowed down the responsible lines of code correctly, chances are good for additional bugs being produced in the effort of fixing this one.

  5. I encountered this bug with Smite on the Crusader with certain monsters. I posted a few threads in Bug Reports and they fixed it in the next patch.

    Blizzard is usually good with these things, but only if people speak up.

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